Affect navigation

hello.
i want turn-based game and i need to avoid characters with pathfinding(need to know the exact length of the path).
i make 1 blueprint for all characters in game. Version 4.14.1

i can use 2 ways:
:place “nav modifier” to characters, but when he changes his location, “nav modifier” doesnt move with them.
:use “can ever affect navigation generation” in “capsule collision” with “dynamic obstacle”, but i cant turn it off runtime for free moving active character.

How can i use “can affect navigation generation” for “pawn”? Becouse i can do nothing with this boolean on or off.

i think i cant use “RVO avoidance” or “DetourCrowd”, becouse i need to know the exact length of the path.
Thanks.:slight_smile:

Same with 4.14.2

Is anyone can help me with advice?

hi,

turning on the navmesh debug mode could help a lot to find the reason, e.g. to see clearly the navmesh triangles and other boundaries (in a training video about moba AI around 48:00 there are some useful settings: Blueprint MOBA Minion/Creep AI: Lane Movement & Navmesh Debug | 03 | Live Training | Unreal Engine - YouTube).

as an easy solution, you could place invisible dynamic obstacles at the place of pawns (always remove the one corresponding to the selected character).

but it a turn based game if you need tiles, you could use a tile based A* pathfinder, you can find a solution in the turn based sample game.

Hi all. Im confused. No progress in my issue.

  1. How can i disable affect navigation on my pawn in realtime? I need to disable it becouse my pawn always stucks in his own affect navigation radius when moving.

  2. And why doesn’t the NavModifierComponent update its location like said here:
    https://answers.unrealengine.com/questions/189943/set-navmodifier-mobility-in-blueprint.html
    or how can i move it?